Not saying that there's no reason to play a Grippli. Only that I couldn't think of one. If I don't hear back from Jonas soon I might just write up the character with a different background. Also that way if only one of us gets accepted the background will still make sense.

Edmund has been updated: reduced to first level, abilities adjusted, and backstory altered from the slightly-eccentric magic professor to the slightly-eccentric bookseller.

His avatar is the best I could find, though in my mind's eye, Edmund will always look like Baron Richard Attenborough's portrayal of a certain white-haired, cane-holding gentleman in the remake of Miracle on 34th Street (in appearance and mannerisms only, of course...I'm not actually trying to play Santa here).

I haven't picked my extra bonus yet. I think I'll put it toward attack since I'm lacking in that area, but I'm not sure yet.

I'm going to leave the sheet as is for now until the GM completes his review.

Jelani:

I like the idea of being related, but I'm not sure if I like the idea of being distant to each other. I think I'd feel bad being the "special child". Any chance you'd reconsider? It might be fun to play twins embodying the two primary aspects of Sarenrae (fire and light). You could play an Asamar, or even just a human with a certain magical theme.

Here is what I have up to this point. Some people are in the partial completion for not having a character sheet, I should have everything I need in most cases, but try not to have your crunch and background split up if you posted the separately.

Appearance:
Schnelthek is a small wiry Svirfneblin that has mottled grey skin and a bald head that gives him the appearance that he was born (or carved) from the earth itself. A deep gravely voice only reinforces the image. His only real distinguishing feature is his somewhat large pointed ears, giving him a somewhat comical look.

Personality:
Schnelthek has a rather dour no nonsense outlook on life like most of his race. As most Svirfneblin live hard lives in the deeps of the earth, battling horrors that most surface folk think are just things of nightmares and tales of old women. There is little time for mirth or play, occasionally Svirfnebin like their surface cousins can engage in merry making with close friends and so to can Schnelthek. However business is always first, be it either warfare, scouting, forging or gem cutting. Work certainly must be attended too! One thing Schnelthek is sensitive about is his large pointed ears, to which many of his peers enjoyed teasing him about while they were youths (and some still do). Which made him a bit sullen and did not make many friends in his homeland. Once others in the party chip through his dour, no nonsense and non stop work ethic, they will find Schnelthek a loyal friend. Until that time he will seem like a rock in the corner that nobody notices.

Background

Spoiler:

Background:
Schnelthek comes from the small Svirfneblin settlement of Rivenstone deep in the earth. He discovered at an early age that he had the ability to speak to the earth itself. It was decided by the community that he should be apprenticed to the town elder Stone Speaker Sojhr Granitespur. Sojhr drilled Schnelthek relentlessly in the arts of the Stone Speaker. Not because Sojhr disliked his apprentice, but to give him a chance to survive in the depths of the earth and to help defend his community. Schnelthek thought nothing of his training program for it was the Svirfneblin way, brutal and honest. After nearly 50 years of apprenticeship, Schnelthek became a Speaker of Stones with the blessing of his master. Schnelthek then settled into his role, taking his assigned shifts patrolling Rivenstone's borders and working in his family's gem cutting business. Life was full of work and occasional merry making. However that has all changed with the recent skirmishes against strange creatures coming up from the depths to prob the defenses of Rivenstone. The council of elders have determined that a nearby dungeon of horrors known as Rappan Athuk is no longer contained and threatens Rivenstone. The elders have dispatched the community's youngest Stone Speaker (Schnelthek) to investigate and scout. The council determined the best way to approach the dungeon was from the surface lands as going through the deep tunnels to the dungeon would be suicide for even the most experienced band of of adventurers. Of course even going to the surface lands to investigate the dungeon has little chance of succeeding. Schnelthek with a heavy heart packed his belongings and headed to the surface, he knows there is little hope of success, but perhaps he will be able to find some vital information and be able to report back, or at the very least buy Rivenstone some time to evacuate if need be. As Schelthek reaches the surface he has an idea to find a tall people town and see if he can get help to explore the dungeon. After recently arriving in a town of tall people known as Zelkor’s Ferry, he has yet to find any help, in fact nobody has even noticed him.

Alright, Aasimar and your twin it is. She's gonna be a remake of a character in another game. Fire and sun domains. I'll just change it that they like each other a lot, but don't see each other very often. So when she heard he was headed to Rappan Athuk she was really worried etc..

Here's my Cleric. Stats are in the alias, let me know if there are any problems.

Background:Ariella Hearth was born into a well connected family in the church of Sarenrae in Kep (a big southern city, rich and cosmopolitan). Her mother was a priestess and her father a paladin. Born during a solar eclipse with her twin brother, Jonas, she was marked by the goddess from birth. Her unnatural beauty and the fiery ring-shaped birthmarks on her palms marked her as having divine power in her blood. She spent her youth enjoying everything an elite family can provide its children. Playing with Jonas and learning the ways of the faith.

When she was a teenager she became very bored with their cloistered life and began sneaking out of the temple at night to dance at taverns in the city. When her parents eventually caught her they were furious. Unable to stand being around them anymore, she joined the church as a cleric and left home. Her assignments took her outside the city, and she was exposed to the plight of the rural poor for the first time. Their lack of access to healing magics, education and protection from the monsters of the wild infuriated her. She decided to become an itinerant priestess, wandering the land and helping those in need of the Dawnflower's light.

Her bond with her brother Jonas is the only thing that ever brought her back to Kep. Over the years the few times she did come home she brought him gifts and visited him in the paladin's academy. Recently Ariella received a Sending from her parents informing her that Jonas had gotten it into his thick skull to go and explore Rappan Athuk. She immediately headed to Zelkor's Ferry in order to find him and convince him otherwise. Or if that failed, to join him and watch his foolish back.

You can remove Jack from the interested list, I accidentally signed in using that account..its ancient and lacking the paid downloads I have. I decided to go with the human family line instead of Samsaran!

Ok, I've updated The Gardener and given him an alias. Mostly changed his archetype and as a result had to change feats and bought some equipment.
In his background, he has been sent to bring back the sword of Bofred, a high priest of Thyr. If Bofred used a different weapon or there is something more appropriate to be looking for let me know.
If you need anything more let me know.

Sometimes it sucks to know what's coming—but at least you can run away to survive another day.

Forewarned You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20. (+1)

Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (8/day)

==Background==
For hundreds of years, Castle Rosencruz has rested at the entrance to Wexen Pass through the Dragon Fang Mountains. Few know the origins of the castle, just that it was built by the mayor of a town that used to sit in the same pass. The town was a crossroads of trade for the caravans moving to and from countries on either side of the mountain range. At some point, the castle gradually replaced the town. The Rosencruz family, rich from the lucrative territory, owns and protects the pass. The family is also renowned for a peculiar family tradition. Every Rosencruz child is trained in the art of monster hunting—whether by using blade, magic or both. This tradition has expanded to include much of the town, causing it to be a haven for knowledge in destroying the unnatural.

Ariana is a distant cousin to the main Rosencruz line, but still a part of the family. Since childhood, she's been trained in the family profession—hunting abominations. About a year ago, she found a line of legends referring to Christopher Rosencruz, a companion to Bofred who headed into Rappan Athuk. It was said that Chris was one of the family's greatest hunters and had a tome of spells specifically crafted to handling difficult situations. Her grandmother and her father's brother headed into the labyrinth to hunt for Christopher's remains—but neither ever returned. Ariana aims to succeed where they failed.

Appearance:

Concept Art
Ariana has course, light blonde hair chopped short. She's thin, scrawny and agile; tending to dress in black and dark green colors. Her fashion is a mix of various places since the Rosencruz household attracts both new and old hunters from many nations for training or teaching. She's rarely found without the steel-plated corset (haramaki) protecting her belly. Rosencruz family members are always prepared.

She fluctuates between strict seriousness and random bouts of mischief--occasionally playing tricks on friends and family. Her tricks are often aided by the brightly-coloured Kripke, her exotic companion.

GM, Eugeni is updated with feats and traits suitable for this campaign, equipment and skills. The background story has been modified to include a reason for exploring Rappan Athuk (Though I'm not too familiar with the setting, so I've used Sandpoint as his home town. Let me know if it should be changed to something else to fit in)

If anyone would like to coordinate background stories I'm game, always fun to swap ideas :)

Tricks Qualified for via Equipment Trick:
Hurl Scabbard (Quick Draw): You can draw your weapon in such a way that you send your combat scabbard (see page 3) whirling off to strike at any creature in sight. This ranged attack is a swift action and is treated as a thrown weapon.

Merag's faith in Gorum has been honed hard by the scorn and derision of his peers although his understanding of the god is perhaps a little hazy. Truth be told he treats Gorum more like a violently inclined imaginary friend than a god.

Indomitable Faith: +1 Will Saves

Swift and decisive action is drilled into all students at the Ithilmar Academy, especially those whose peers who would love to catch the orc unawares.
Reactionary: +2 initiative

Arak is a hulking brute, his skin is mottled with pox marks and countless scars, his nose oft broken and his left ear permanently swollen. He tends to cover his face with his helm, which is fortunate because it ain't pretty, even for an orc.

Standing just over six feet tall a pair of massive shoulders lend him the impression of being as wide as he is tall, even if its not quite accurate.

Personality:

Arak is fairly quiet and withdrawn, used to the scorn of others, but still stung by it. He wishes he could make friends, but has a knack of saying or doing the wrong thing. He is possessed of a dry dark sense of humor, which is often misunderstood, and prone to sarcasm. He is acutely conscious that most see his Knighthood as a joke and determined not to let that become the truth. He generally does the right and honorable thing even when he does not want to - out of spite.

Background:

Arak was born in the Slaver City of Yilith, two years before the Freedom Riots lead the ruling council to abolish slavery. This resulted in significant populations of orcs, goblins, and especially freed human slaves forming the shanty town, which became known as The Warrens, outside the city walls.

Araks father Marag, a slave since his childhood started an Orc tavern called the Beat Shed. Cheap strong liqor, bare knuckled fights, along with dog and cock fighting soon made the Shed riotously popular, not just with the former slaves, but also with brash young nobles looking to prove their bravery. In time Marag became a succesful businessman, and one of the most respected voices in The Warrens.

Eventually The Warrens warranted a council seat, and Marag was selected for the honor. One of the first issues raisedp was whether the exclusive Ithilmar Knightly Academy should be required to admit non humans. The Academy eventually agreed to do so, but only if these non humans passed the notoriously difficult entrance exams.

Arak, at ten years old, who had been leading an enjoyably wild childhood until this point suddenly found the dubious joys of academia thrust upon him. He was informed in no uncertain terms that he would be taking and passing, "that bloody exam", on pain of pain, and then attending the Academy to rub their smug faces in it. So Arak endured two years of studying, and then at age twelve took and, barely, passed the entrance exam, much to the Academy's dismay.

Needless to say his time at the Academy was not happy, standing head and shoulders above his fellow new entrants he was not bullied much, but he was ostrasized, and occasionally beaten by groups of seniors. Arak responded by taking a quiet glee in beating the living daylights out of his peers in official bouts and hardening himself with his faith in Gorum.

After five years he was passed out a year early a Knight of Yilith. He served his two years of required military service helping to form the new Orc unit and enduring the sneers of his superiors. Once his term was over he signed up with one of his father's friends a shady business man by the name of Narrow Dell. Dell provided muscle to local businesses, nobles, and caravans, and as a Knight Arak found himself much in demand.

Arak has just completed a year long job as bodyguard to Serelia Martiss the owner of Yilith's most upscale brothel - it was an educational experience. Now Narrow Dell has handed him an assignment to provide protection to a bunch of fools entering some dungeon or other. The client refuses to say just who is being protected, apparently wishing Arak's mission to remain unstated.

I've set it up so that Arak has been hired to join the party to protect someone, although he does not know who. Of course at the DMs discretion that need not be the clients real motivation.

Noticing nothing Arak glances about warily and then withdraws a hunk of cheese from a pocket. Scowling at it for a moment he looks about again, and reassured he is alone squishes it into a ball and uses one claw-like nail to give it a smiley face.

"How kind of you cheese, I am sure you will be particular delicious," so saying he tosses the cheese into his mouth and chews contentedly. After another scan of the area he pats his stomach and belches hugely.

Over this last week a friend lost a character we had been playing with for a while and it reminded me of how much I actually dislike having characters die. It kind of sucked the enthusiasm I had for this game right out of me.

Nothing personally against you, GM Blood, the whole idea of a huge dungeon delve sounds like a lot of fun, and your house rules are similar to some concepts I have seen and would like to try, but the meat grinder aspect of it is a bit of a downer. You do have plenty of good applicants as well, and I think it would be best if you had more enthusiastic players.

The much vetted dwarvish zen archer. As Bimbur has had difficulty gaining acceptance in the past, I bring an alternative.

My alternate concept is an elvish shadow mage from Nidal (pretty much just pick some of the alternate traits and possibly make him a primalist). Using the new elf alternate traits I choose the darkvision and the concentration bonus over the elvish weapons. Having seen the proliferation of undead and necromancy and the desire for powerful mages to become lichs, this elvish shadowcaster is dedicated to purging all forms of undead. He has an urge to make order out of chaos and is a lawful good heroic type. And is he snooty? Of course, he is an elf isn't he.

Dreaming Warforged and Osterik Thanks for your interest and I understand completely. It is a certain mindset to want to do this and I have tried to make it clear what to expect. There will be more opportunities to come to play together, I am sure

BimburWelcome again!

To everyone I am going to keep this open a couple more days for new concepts or players then close it as I have a couple busy days ahead of me. If anyone wants to adjust their concept or sheets do it by Tuesday evening which is when I will probably start to review.

Oh great, give me more time to spend changing my mind on what I want to play. You have not clue how many times I have already changed my concept. But I still think a simple Grippli Bard(Dawnflower Dervish)/Monk(Monk of Many Styles/Monk of the Lotus)/Fighter(Lore Warden)/Inquisitor(Conversion Inquisition) is about the best I can come up with to completely fill up the title line (and actually maintain a realistic consistency in my classes so that it does not just seem insane). Gives me a combination of ungodly (or is that unfrogly) saves and Butterfly Sting so that orc with a greataxe can really mess with enemies.

Man, stupid programming. My full title does not show up in the Recruitment thread.

Any plans for dealing with PC death? E.g. Will the same player be allowed to make a new PC, resurrections etc etc?

Basically here are my thoughts:

1. I have warned everyone to be careful
2. Gave good stats and Hero Points
3. There are some in game things that could help with recovering from death, along with some that will hasten it :)

We'll see when we get to it, but the one thing I know I do not want is the same character labelled #2. I'd like some consequence to dying and if its too easy to continue with a new guy then I feel like the edge is taken off somewhat.

I'll probably put it to a vote when the 6 are chosen on how to proceed.

Ok, here is my alternative to Bimbur.
Half Elf Ranger (Trapper/Infiltrator) will add levels of Zen Archer Monk later.
This ranger is dedicated to hunting undead. His amazing perception and alertness ensure little gets by him. As a disciple of Irori he has focused his mind to improve his ability to disable devices. His ancestry is colored by drow, so he can see in the dark, but he is blinded and subsequently dazzled by direct sunlight. His archery is above average, but by level four will be quite stellar.

I think the player should be allowed to come back, but forced to play a particular role either determined by roll or party need. This allows you to keep the same group of players, provides a consequence for death, prevents Barbarian Bob's brother Rob's, and often causes a player to try something new and out of their comfort zone. We did this in our Tomb of Horrors game and it proved a big hit, despite initial grumblings, played my first ever rogue which was a blast. I think most players will be attatched enough that they will want their character restored if its viable, it just isn't practical for many levels though.

For example I got the rogue roll and opted to build an Arcane Trickster.

[ooc]Here is what I have up to this point. Some people are in the partial completion for not having a character sheet, I should have everything I need in most cases, but try not to have your crunch and background split up if you posted them separately.